11 August 2008

My 1st experimental post: JEP1 introduction.

Hi everyone! The name’s Julian.

I feel happy to be apart of the “experimental playground” crew & guess I’ll share abit on some game mechanics that I’ve been thinking about lately. But 1st, alil sharing about my love for RPG games. :)

My 1st experience playing an RPG was from my high school years when I accidently pulled out a Fighting Fantasy book by Ian Livingstone & Steve Jackson. It was there & then that I founded my inspiration to dwell more into the realm of fantasies.

My love for these “game books” brought me later to the Lone Wolf Saga & Grey Star. Later on, I switched school & got hooked up with some friends that taught me how to play Dungeons & Dragons My 1st ever pen-&-paper RPG.

Like most RPG enthusiast, I wanted to create my own game. At 1st I wanted to create a game system for a role-playing game, very much like Dungeons & Dragons, but wanted something simpler. In my later days I was introduced to White Wolf’s D10 system & also the Warhammer Fantasy combat system. I was generally impressed with the two & this is what I came up with:

(I haven’t really come up with a name for this system, so for now I’ll just call it JEP1; as in “Julian’s experimental 1”.)

The game sheet looks like this:

We will go on the other details of the game as we slowly progress, today I'll only point out the "combat related states" & the "non-combat related" states.

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Combat States (CS):

Melee (M): This is the score used to attack & defend against “melee only” attacks (unless another skill specifies an extended use). The score here also symbolizes the number of “melee attacks” a character has, determining how many dice the character may use in a round.

Range (R): This score is used to hit to a target with a range attack. The score here also symbolizes the number of “range attacks” a character has, determining how many dice the character may use in a round.

Strength (S): This state is used to determine the character’s strength & his ability to lift objects, push, carry things & also if his melee strength is strong enough to penetrate an opponent’s toughness,

Toughness (T): This state applies to the constitution & stamina of the character. It also acts as the 1st “buffer” against an opponent’s strength attack.

Initiative (I): This state symbolizes the character’s reaction in combat. It is used to determine which character goes 1st in combat & also is used to avoid Range attacks.

Health (H): This score represent the amount of damage the character can take.

Armor (A): This state here represents the armor protection of the character. It also acts as the 2nd & last buffer to an enemy’s strength attack.

NON-Combat States (NCS):

These states here are used for role-playing purposes (unless stated otherwise by a new skill). They are divided in to a few categories:

Acrobatics: The character’s ability to do high jumps, balance & landings.

Athletics: The character’s knack in dashing, long jumps & maintaining his stamina for long distance running.

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Introduction of sort

Welcome to Experimental Playground (or EP) home of the print and play board games created by us. We believe in fun, simple, cheap and yet short game. Simplicity is our motto when making these print and play games. Hence, all of our games are simple, easily printed and usually uses a few tokens, dice, pencil and paper which is easily provided by you.

Anyway, please enjoy our games and do feel free to give feedback, we love them :)

We encourage everyone to make and sell their own LARA System RPG setting. LARA System RPG uses the Creative Common license. Creative Common Attribution-ShareAlike 4.0 (CC-BY-SA 4.0) for full license look here